MMP method proposed by [1] and implemented in [2]. This method is exact and the code is inhttps://code.google.com/p/geodesic/ . Same as the comment by Ante. A disadvantage is that when the mesh is larege, MMP method will consume a lot of memory, O(n^2), n is the number of vertices.

notable progress is achieved! today I finished the implementation of Bounded Biharmonic Wights both for point and bone handles. It is achieved by well setting the box bounded constrains [0,1] for handles.

A little more details are explained as follows:

for points, directly set [0,1] constrains as done stated in the paper Bounded Biharmonic Weights.

for bones, we then first compute a bone location as mid-point between two points (provided by users to indictae a bone), this implies that we have to ensure the virtual line connnecting these two points must lie inside the body. Actually, it is a drawback to use bones for skinning. Next, taking the bones as new handles and then to set the constriains as the same as done for points. In implenmentation, smartly, we only need to change the handle ID in the resulting weight matrix, only the parent point will be associated with weights of its corresponding bone.

limited by the modern graphics pipelines, forward or deferred rendering is alternatively picked with your reason! generally speaking, we will prefer deferred version when have to handle many lights. Simply as in forward version, lighting calculations have to be performed on every vertex, fragment, light in the scene.

but in deferred rendering, first the graphics card projects and breaks your geometries into vertices and then to pixels, stored in the so-called G-buffer. Lighting calculations are performed using the data (positions, normal, specular) in that buffer, producing the final image.

G-buffer

position, color (normally from texture), normal, specular intensity et.al. are all stored in this buffer. Obviously, limited materials is acceptable. Just a hint, one solution is by deferred lighting, checking it in gpu gems. For a light, first do determine the screen ares which is influenced by it (using position, only the area closed to this light), and how lit it is (using normal, specular intensity, power) , so only the visible pixels are lighted. But also because of this feature, it has downside of the inability of handling transparent objects. What we can do is to incorporate the stencil buffer and multi-pass.

Rendering

using the data in G-buffer, we also want to produce more interesting effects. The normal wish list is (SSAO, fog, HDR,motion blur), and shadows with the usage of shadow maps.

today, we spent half day in RP, Singapore. and have the chance to have a look at the sports training center there. we tested our STAR tracker system there. good, It’s my first time to see such equipment.